Gamedev - Gaming cycle - a cycle within which caused all the sub games.

Info Guide #06
              Game series.



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   Under the game cycles to understand either the present 
cycle, inside which caused all major sub game (from poll keys 
to building a screen), or the execution of a certain regular 
sequence of actions, for example, relating to the logic of the 
enemy. 


   That game was running at the same rate regardless of 
processor speed, cycle time, the game should be fixed by means 
of interrupts. If the interruptions are not synchronized, then 
the turbo mode characters will rush like mad. Want the same, so 
they walked at a normal speed, but the screen was rebuilt more 
often. That follows from this? The fact that the construction 
of the screen should be detached from data reduction logic.



   The logic of either 1) hangs in the interrupt
or 2) is caused by off-int with a certain
frequency-dependent flags / counters
which should form handler, or 3) is called once in the cycle of 
constructing the screen, but considering how much Interrupt 
passed from the last time - say, to change the pitch motion of 
characters. 

   The third option is dangerous because the slow construction 
of the screen (many frames) Characters are risking their stride

(Accumulated over many frames) start to cut corners. In any 
case, their paths to Fast and slow your computer will be 
different, that he will not, for example, write clips in 
demo-mode. A third option was rejected in our Wolf somewhere in 
2002. Even earlier, the synchronization does not bylo.K 
Unfortunately, the demo mode do not have time. One procedure 
logic of characters (the conversion of a wounded man into a 
corpse) has remained outside interrupts, and time to fix it 
before the competition was not there. On the gameplay is not 
influences and in general the player is not visible, but 
disrupted the predictability of roller even when playing on the 
computer where it was recorded.


A. Coder